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(Based on rules alone- have not played): I really like the way this design leans into the component limitations; making a potential hindrance a key strategic consideration is smart design and it definitely makes me want to play the game. I'm a bit unclear as to why someone would pass and what exactly happens if they do (I assume that you keep the card and choosing to roll is more about scoring than "keeping") and I wonder if having no control over the outcome of the die rolls might eventually put me off the game, but for now I think this seems like a very clever, tense push-your-luck game.